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- In the previous video, we looked at one way…in which we could go about creating…some edge wear for our wood texture.…The question we want to tackle now is…how do we go about creating the diffuse…color map that we want to use the edge wear on.…Well, zooming into the mid-section…of our diffuse wood frame here,…you can see that we have two uniform color nodes.…A dark brown that will essentially…serve as our main diffuse color…and a lighter brown that will show up in…the worn or damaged areas.…If I just double click on the main color node,…and then use the zoom extents tool in the 2D view,…we can in the parameter editor, click on the…color swatch to open up the color editor.…

Where we see that the R, G and B values…are set at 108, 87, and 48 respectively.…To save computing power, we have lowered…the nodes width and height values to -6 and -6.…Which gives us an output resolution of 32 X 32 pixels.…As the node is only supplying uniform…color information we really don't need…something as big as 2k simply eating up resources.…

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12/3/2015

Game development often involves building a series of smaller assets that can be reused throughout the design. This project shows how to create a small wooden crate: an asset that can be used to populate a 3D environment, hide tokens and treasures, or be triggered to explode. Joel Bradley introduces the various tools and workflows in 3ds Max and Substance Designer for modeling and texturing low-polygon assets like this crate, for use in a real-time game engine such as Unreal Engine 4.